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generating range map in houdini


zveris

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what do you mean, a range map?

do you mean distance between the ground and a object?

vertical distance or nearest distance?

(either of these are dead-easy to do, but i'm not sure I understand you)

cheers,

j

ps. - let me add that this is easy to do in SOPs and as a shader solution. which do you prefer?

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well, i had a couple of minutes, so here is a hipfile with all three solutions. all work the same way, basically.

*) the sop methods use the ray sop to compute the distance to the surface and then colours the point colours. you can render this with a constant shader (one that's aware of point colours, viz. the VEX Layered Surface -not the VEX Constant.)

*) the shader method also fires a ray in the direction of the normal and crams the distance into the output colour. look at the very simple VOPnet for how I did this.

you can render these either top-down or unwrap it with mantra -u.. (you will probably have to tweak the scene and put the plane and ball in seperate objects for this... and assign texture coords, but thats easy enough to do.)

i hope this helps you out,

jason.

nearest.zip

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